






Moderators: Slitherine Core, Panzer Corps Moderators, Panzer Corps Design
Why not just write "thx for clearing that up" for us non-machine beingsChris10 wrote:011101000110100001111000001000000110011001101111011100100010000001100011011011000110010101100001011100100110100101101110011001110010000001110100011010000110000101110100001000000111010101110000Rudankort wrote: Etc.
How about 'T' like transform.Rudankort wrote:Any specific suggestions what key to use for this?bebro wrote: 2. A shortcut for the switch command
You...have..a dead cat in your pants?Chris10 wrote:
011101000110100001111000001000000110011001101111011100100010000001100011011011000110010101100001011100100110100101101110011001110010000001110100011010000110000101110100001000000111010101110000
Would that this were true. It is not. Many is the time my own unit has a clear hex to retreat back into and instead retreats forward next to an enemy unit.Rudankort wrote: You may not agree with retreat mechanics, but it is by no means random. The unit always tries to retreat directly away from the attacking enemy. If that hex is occupied, then the unit tries to use any of the two hexes next to it, and if those are taken too, as a last resort it tries to use any of the remaining hexes. In other words, the unit attempts to move as far away from attacking enemy as possible. This is not devoid of logic, and has some useful implications for gameplay too. It is easy enough to predict where a unit will retreat when attacked, and many players use this knowledge for their advantage (e. g. force a tank to retreat to close terrain, and then attack it with infantry there). If a unit would always retreat to the safest hex, the usefullness of this mechanics in game tactics would be more limited.
Rudankort wrote:Any specific suggestions what key to use for this?bebro wrote: 2. A shortcut for the switch command
Show us these many examples of yours where the retreat path does not work correctly.OldGiants wrote:Would that this were true. It is not. Many is the time my own unit has a clear hex to retreat back into and instead retreats forward next to an enemy unit.Rudankort wrote: You may not agree with retreat mechanics, but it is by no means random. The unit always tries to retreat directly away from the attacking enemy. If that hex is occupied, then the unit tries to use any of the two hexes next to it, and if those are taken too, as a last resort it tries to use any of the remaining hexes. In other words, the unit attempts to move as far away from attacking enemy as possible. This is not devoid of logic, and has some useful implications for gameplay too. It is easy enough to predict where a unit will retreat when attacked, and many players use this knowledge for their advantage (e. g. force a tank to retreat to close terrain, and then attack it with infantry there). If a unit would always retreat to the safest hex, the usefullness of this mechanics in game tactics would be more limited.
What you describe simply is not true. I know this from my experience in playing this game.
Why do you insist that units first look to retreat to safety when the evidence of actual game play is otherwise?
What I posted above is how I designed and implemented retreat mechanics. If there are some cases where the rules do not work, please by all means let me know about them. These are bugs which need to be fixed.OldGiants wrote:Why do you insist that units first look to retreat to safety when the evidence of actual game play is otherwise?
Our hard attack ratings were derived from penetration data, and afair these stats were lower for JT than for Tiger II. This was our excuse for making JT's hard attack lower, because this also makes sense from gameplay perspective. JagdTiger is already an extremely powerful roadblock, given its thick armor, and it is a decent attacker too. Also note that in PzC JT has very high initiative ratings, showing that it could effectively hit targets from very long distances. We did not want to make another uber unit out of it.WarRaupe wrote: I think, the hard-attack of the Jagdtiger (JT) should be increased.
Currently, the the hard-attack of the JT is just 21. But the hard-attack of the Tiger 2 is 24.
The JT has a 128mm gun, where the Tiger 2 has "only" a long 88mm gun. Even a longer gun means higher velocity of the projectile, it doesnt make sense, the give a JT a 128mm gun when its inferior to the 88mm L/71.
Can you make a mockup showing where you suggest to add this?fsx wrote:Alex, could you add the traits for the unit type in the buy unit screen on the right, at the unit detail screen between statistics (kills..) and the bigunit-picture, in the F7 list below the last information. Its enough space left on this positions.